Audio stops playing when game is paused

Hello!
I made a little bit bigger system on c++ for audio lines synchronization and in past project creation I found some kind of bug or I don’t know what.

In my staff I’m creating an UAudioComponent in my custom tickable UObject with all existing options what must prevent before an audio stop when game is paused. In any time I can play these Components perfectly, but when I pause the game or even start game in editor, Components from Object are paused when Object still running.

Object, his parent object and world are all tickable in pause. Components what are created in BP(CreateSound2D) are playable in pause.

  UAudioComponent *x = NewObject<UAudioComponent>(); 
  x->SetSound(audioIn[i]);
  x->bAutoDestroy = 0;
  x->bAlwaysPlay = 1;
  x->bIsUISound = 1;
  x->SetTickableWhenPaused(true);
  x->bTickInEditor = 1;

//OR same function from BP

UGameplayStatics::CreateSound2D(World, audioIn[i], 1.0f, 1.0f, 0.0f, nullptr, false, false)

I’m thinking some of these black magic must be behind the NewObject<>() or where are Components created :confused:

Maybe a few files have conflicts with each other. Please try to delete them and update again. If you can’t do that, try searching for them on TonosdellamadaMP3 to get new audio files and reinstall from scratch.

Thanks for answer, but it didn’t help. I tried to create new level with using new audio files, and still same problem.
And I don’t know how it can help, when they working perfectly during all time on level, but just freeze/pause when game is on pause or started in editor.